Social Games

Social games people play whether as children, teens or adults may have their basic method or system according to which something is done or organized. For example, it may be based on physical movements (Hopscotch), social involvement (hide and seek), chance (dice, cards), elementary mathematics (Cribbage, Backgammon), or mechanics (using sports equipment). According to Jan Harold Brunvand, author of The Study of American Folklore, "By their very nature...folk games reveal much more about the societies in which they are played and about the individuals who play them. Game preferences, the forms of games, local, attitudes toward play and play behavior are all valuable cultural, sociological, and phychological data...."
When collecting data (fieldwork) on social games Brunvand suggests desribing the actions clearly and logically, obtain all variations of names, rules, and texts; draw diagrams or take photos of play area and/or equipment; and collect social and appropriate background. Classifications of social games are made by their requirements such as physical skill, strategy or chance. Some social games can include more than one classification. Dimensions of social games have commonalities with events and festivals. In the chapter Cultural Performances: Public Display Events and Festival by Turner and McArthur featured in The Emergence of Folklore in Everyday Life:A Fieldguide and Sourcebook edited by George H. Shoemaker, they describe performances as "the values, beliefs and identities of .. people are put on display for themselves and others in some sort of bounded frame [and] respond to people's need to ...experience themselves as a part of a community". These dimentions can include: an opening ritual, competition, food an drink, music and a conclusion to the game.

Bar Dice
History:
Dice games probably originated in Asia. Dice marked with dots have been recovered from Egyptian tombs, and Greek and Roman literature and artwork contain many references to dice playing. Work and Play in Everyday Pompeii Gallery by Dr Joanne Berry depicts a wall mural showing two men sitting at a table, playing a game of dice being watched by other men. It is one of the wall-paintings portraying scenes of social activities that might take place decorating the walls of a bar on a main street in Pompeii. ¹ How i t came to Sheboygan, Wisconsin remains a mystery; though local players insist it came with immigrants from Germany.
Methodology:
I visited 5 taverns on May 2, 2009 from 2:30 p.m. to 7:30p.m. within the city of Sheboygan, Wisconsin to observe the types of dice games being played. As it is considered gambling and none of the establishments have a gaming license all refused to have the name of their establishments mentioned or their interview recorded or photographed. I was permitted to take notes, observe and ask any questions.
Fieldwork:
Types of dice games played regionally: Liar’s Dice AKA Peek, Poker Dice, Ship,Captain,Crew AKA Ship,Captain,Crew,Gump, 21 Aces and Shake of the Day. Preferred instruments of play: Leather dice cup, anything else is unacceptable. Ivory dice are best as they don’t chip or wear, but regular playing dice are acceptable.
Liar’s Dice AKA Peek
Begin with two to four players (although I saw one version which had six) a dice cup, 10 poker chips or other betting counters and five dice. Have each player roll one die. The highest roller will go first; play then proceeds to the left. Begin the round with the first player, shaking the dice in the cup and turning the cup upside down (dumping) it on the table. He will then peek at his dice keeping the dice (often referred to as a hand) hidden from the other players. The player announces his hand saying, "I have three fours." Hands are ranked in order: five of a kind; four of a kind; full house, large straight, small straight, three of a kind, two pair or one pair. The player doesn’t need to be truthful about what is in his hand. Play moves to the next player, who may challenge the caller's hand or roll his dice and make a call on his own hand. To make a call, the hand must be higher than the original caller's hand. The person to this new caller's left may now challenge (calling him a liar), or roll and make his own call. If you are called a liar you must reveal your dice when. If the challenger is wrong and you were telling the truth about your hand, he takes a chip. If you are caught lying, take a chip. Begin a new round with the person to the starters left each time a challenge is made. The game ends when the chips are gone. He who has the most chips may either win the pot (a certain dollar amount agreed upon by each player accumulated before game begins) or buy a round of drinks. This game has two local versions. Version 1: each player has a dice cup and 5 dice. Each time a player is caught as the liar he loses 1 dice. Version 2: 1 dice cup , 5 dice, Each time a player is caught as the liar receives one of ten chips. When the chips are gone that round ends. Scores of each round is often kept on a sheet of paper. One establishment holds a tournament.

Poker Dice
Put all five dice in a cup and roll the dice if you are the first player After the first throw, put aside any dice you wish to keep and put the rest of the dice back into the cup and roll again. You may have up to three throws per turn or you can stop after the first or second throw. Win the round if you have the highest roll after everyone has taken a turn.
Ship,Captain,Crew AKA Ship,Captain,Crew,Gump
Put five dice in a cup. Assign the following designations: 6 = Ship, 5 = Captain, 4 = Crew. You need a Ship before you get a Captain, and you need a Captain before you can have a Crew. Roll all five dice. If you roll a 6, you have your Ship. You may either pull that dice out of the cup and secure your Ship or put it back into the cup and attempt to roll another 6 along with a 5 and 4. Toss the dice up to three times on your turn. Your goal is to get the Ship, Captain and Crew in order. Once you have them, the last two dice (Gump) are totaled for your score. You score zero if you don't complete the set. You win by having a higher score than your opponent after you both roll the dice.
The 7-14-21 Drinking Game
The minimum number of players is 4. There is no maximum, but the ideal number is between 4 and 8 players. Put 5 dice into a cup, the first player rolls the dice, and removes any dice that have a number 1 on them (aces). Keep track of how many ones have shown up. If the roller rolls any ones, they get to keep rolling. If the roller fails to roll a one, he passes the dice to the next player and that player starts rolling 5 dice again. Roll the seventh number one at the table. This means that player gets to name the shot that will be consumed later in the game. Roll the fourteenth one at the table. This means that player must now purchase the shot that was named by the player earlier in the game. Roll the twenty-first one at the table. This means that player must drink the shot. It doesn't matter if she/ he likes the shot that has been called. It's actually better if the player drinking doesn't like it, it adds to the fun of the penalty she/he is suffering for rolling the twenty-first ace. Start the game over with a new tally of ones rolled at the table, repeating Steps 2 through 6 as many times as the players at the table wish to or are able play the game.
Shake of the day (poker dice)
Tavern 1
5 dice (real ivory, colored dots)
Objective - Straight
Cost – 50 cents
Shakes- 1
Prize- Free drink or ½ the pot

Tavern 2
Small Shake
5 dice
Objective- Straight or better
Cost – quarter
Shakes -1
Prize- Free drink

Large Shake
10 dice
Objective- Straight or better
Cost – $1.00
Shakes -1
Prize-½ the pot

Tavern 3
5 dice ( real Ivory, colored dots)
Objective- 4 or 5 of a kind
Cost- Quarter
Shakes – 1
Prize- 4/kind $5.00 5/kind $25.00

Tavern 3 Additional game
10 dice
Objective- the highest number of aces in 10 throws
Cost- $1.00
Shakes – 10
Prize- Win a bottle of Jim Beam
Bartender keeps track on a sheet of paper the number of aces count on each throw. 50 lines per sheet, you must beat the previous highest number to be in the running for the prize. Winner is announced when sheet is full.

Tavern 4
Wrote rules on jar so they didn’t have to continually explain them to customers.

Small Shake
5 dice
Objective- Straight or better
Cost – quarter
Shakes -1
Prize- Free drink

Large Shake
10 dice
Objective- Straight or better
Cost – $1.00
Shakes -1
Prize-½ the pot


Conclusion
Regional bar dice games are played as a social activity mostly amongst men who frequent the same establishment. They have the same basic groups who play together; newcomers must earn their way in by frequenting the establishment and getting to know the players. The profit is less about the earnings and more about bragging rights.

Bolo Toss
History:
The lawn or yard game often referred to as “Bolo Toss”, also known as “Ladder Golf” and many other names, comes from a feature of games involving the tossing of an item toward an object in order to score points by having the item be connected to one or more supports of the object. The basic concept of tossing an item toward an object evolved from games that are well known and widely enjoyed such as horseshoes and other various tossing types of games. Horseshoes involves the throwing, or tossing, of a horseshoe to engage an upright stake anchored into the ground. Other items have been utilized to be tossed at objects as well, for example targets, such as beanbags and weights tied at the ends of short cords. However, in most instances, these items are used with targets which require the placement of the item within the target, rather than around or hanging from the target. Bolo Toss relies on a ladder, the use of balls tied at the ends of short cords, for tossing at a series of parallel bars arranged one above the other with scoring being determined by the skill difficulty of tossing the tied balls onto or over a designated bar. Althought Bolo Toss dimensions may vary, the balls are usually tethered by a short piece of rope or cord that ranges from about 8-12 inches in length. The rungs that are used as the target are usually about 24 inches across and are positioned at vertical heights of approximately 36 inches, 24 inches and 12 inches above the ground. The rungs are supported by vertical columns on either side of the bars that extend upward from a base platform. Dimensions of Bolo Toss Ladder Untitled.jpg
Methodology:

After previously researching information for Bolo Toss on Google Scholar I talked with a few friends and family members that were able to give me more insight on the game and how it is played. I spoke with an old family friend, Tom who is apart of the Testicle Toss Tournament in San Diego, CA. He was in town visiting family and I got to talk to him about the tournament. We met at Roosevelt Park in Sheboygan where we were going to play a couple of games from about 3:00 pm to 5:30pm last Friday (May 1, 2009). My Uncle Henry had my mom's whole side of the family over for fun and to have a grill out on Saturday afternoon (May 2,2009) around 2:00 pm at his house in Green Bay. While we were there I got to ask him about Bolo Toss, he explained to me how to play the game and I even got to play a few games with him, we got so into the game that we eventually lost track of time and around 5:00 pm everyone else started to join in on the fun.

Fieldwork:

ED: Tom, can you explain to me what this Testicle Toss Tournament is? And where it is?
TC: Well um...it takes place in San Diego, CA, last year it took place at Pacific Beach, CA. It's an annual tournament and there are rules you have to ah follow like uh you have to be a certain distance away from the ladder, um players have to throw one at a time, and uh you have to play up to 21 points. Basic rules like that.
ED: It sounds like a lot of fun! What happens if you win?
TC: IF you win then you are the champs and are uh the Yankees of Testie Toss (Laughs)
ED: Is there a lot of drinking happening at these events?
TC: Definitely, it's kind of like going to a party. Drinks are ah BYOB and then $5 a cup for the keg (Chuckles) ...yeah it's like college all over again, it's a real hoot though.
ED: Uncle Henry can you explain to me how to play Ladder Golf?
HS: Sure…first you toss a Bolo, which is a piece of rope with a golf ball attached at both ends…ahh toward a ladder made of PVC pipes with the uh hope of it to wrap around and cling to one of the rungs on the ladder. (Demonstrates) Then your score is determined by which rung of the ladder your bolo clings to, or whether your toss cancels out your challenger’s…it’s really an easy game to learn and play and uh made tolerable with a beer in hand. (Holds beer up in the air)
(Both laugh)
ED: Can I try? Grabs bolo, throws toward the target, and misses.
ED: I thought you said the game was easy to play?!
HS: It is...um you just need more practice (Chuckles)
I keep on throwing and practicing
ED: This is a really fun game, I mean it doesn't really matter if you can't make one of the arms it's just a good way to get family members together huh?
HS: Yeah, which reminds me I need to go flip the burgers and then I think we need to start getting your Mom and Dad in here and everyone else so we can really make this fun! ...and maybe even Grandma but she might've had a little too much already, hell she might even kick our asses in this game (Laughs)
ED: Didn't we play this game at Brittany's graduation like two years ago??
HS: Uh yeah, I think we did, I think I uh actually brought it...
ED: It was a good way to pass time and to just be with the family and have fun, I mean it's not often we have little get togethers like this!
HS: (Nods his head in agreement) Yeah, you sure do got that right.

Analysis/Conclusion:

Bolo Toss, or as many know it today as "Ladder Golf" is a lawn game that is appropriate for all ages and can be played both indoors or outdoors. This game allows anyone to play at any age because there aren't any sharp objects involved for a young child to get hurt so it isn't dangerous, of course you don't want a child to be without adult supervision. There aren't any specific rules that say you need to play with more than one person so If someone wanted to they could play solo, however then it wouldn't be considered a game but one could practice at getting better and working on their skills. Bolo Toss is a great game to play at any social gathering because it brings people together. The Testicle Toss Tournament in San Diego, California is annual and this year (2009) will be their fourth. Last year was their largest tournment yet, with 25 teams competing. The tournament is considered a co-ed event, but if someone doesn't have a partner it's no problem because you can meet a new friend and join in on the action. Such challenging but easy to learn games like Ladder Golf make a great group entertainment for social and family gatherings, bringing everyone together (even if you don't know someone).


Magic: The Gathering
History:
Magic: The Gathering, brain-child of creator Richard Garfield and backers Wizards of the Coast, was released in 1993 and marked a new generation of game by blending the hobby of card collection with a card game of chance and strategy. Unique to prior card games, which have one central deck used by all players, players of Magic: The Gathering collect and retain their personal decks generally starting with an introductory package and adding supplemental booster packs. The game is advertised as being for ages 13+. Players range from casual players with minimal cards to professional players who live on earnings from officially sanctioned tournaments. Official play is designed for two players at a time. Players are wizards, refered to as planeswalkers, who battle using magical spells, items, and creatures. Each player begins with 20 life points which are lost or gained throughout play. The game is won when your opponent has no life points remaining.

Methodology:

An initial interview took place with Steve, owner of Victory Games in Sheboygan, on 5-2-2009 from 10:30-11:30 AM. Steve offered and I accepted an opportunity to observe a non-tournament play session on 5-5-2009 from 3:30-7:30 PM where I was able to further interview Steve as well as Adam and Joel. All players consented to the use of their first names, to speak on voice recorder , and to being photographed. Hand written notes were also taken. Photographs of the environment and play table were taken as well as sketches being drawn. Background research on the game was conduct on the magicthegathering.com, the official website of the game, as well as on Wikipedia. (NOTE: Due to equipment difficulties I was unable to transfer photos to this site, so they can not be seen here.) After my interviews and observations I decided to focus my study on how the structure and rules of the game lends itself to the folklore characteristics of continuity combined with variation and change and what those aspects mean socially to the players individually and collectively.

Fieldwork:
Environment: Arrived at Victory Games 3:30 pm 5-5-09 for play observation. Store was comfortable in temperature without jacket. Lighing was mostly internal as merchandise shelving partially obscured window where game table was located. A classic rock station was playing at a non-obtrusive background level. The air was clean with a faint scent of vanilla as if from an air freshener. Merchandise displays spaced around store with ample walkways between and around. Patrons of varying ages and dress shopped during observation time. Patrons with children (approx. age 3 and above) allowed them to explore and look while they shopped, or were shopping for their children.

Players: || Steve || Adam || Joel || || age 40 || age 21 || age 30 || || no college || 1 sem college || engineering degree || || owner-Victory Games || unemployed || Kohler Co. engineering dept || || caucasion || caucasion || caucasion || || male || male || male || || jeans/sweatshirt || jeans/T-shirt || jeans/casual pullover || || married || single || married ||

Two additional players who normally play, one man and one woman, were absent this night so I was unable to interview them or obtain consent to share information. Joel was able to offer that the woman is his wife and that they met playing the game at this play group.

Customized aspects of game. Game Decks-- As each player collects and retains their own deck, they vary in number of total cards and number of types (creature, spell, item) of cards. Card sleeves are also individualized choices. Adam had the largest number of cards, though he himself does not know how many, Joel the second most with "about 300", Then Steve who had "about 200 with me, I'm not sure about the total". Adam uses a sleeve with a plain purple backing while Joel uses a black sleeve with a Magic logo and Steve a clear sleeve. The choice to sleeve the cards at all is also optional, but as Steve says "If you are serious about playing or collecting, it's stupid not to." Carrying cases-- Retaining your own deck neccesitates a means to carry them. Adams choice is a silver hardshell briefcase style case which holds his cards, playing mat, and a box of assorted dice. Joel also uses a briefcase style, his is black, faux leather, also containing a mat and dice. Steves cards were in a silver, metal hinge topped box the size of a file card box, with a seperate box for dice. Dice-- Though dice are required for the game, none are included in the packages of cards or the introductory package. Players must choose their own dice, and a wide variety in size, shape, color, number of sides, languages or symbolism are available at gaming shops. Steve, Adam, and, Joel all carry dice in varying shapes and sizes. Steve used a green six sided and Adam a white six sided die when deciding who would go first. Adam used the same die when a card required betting a number amount, while steve used a blue multi-sided die. "It was just the one I grabbed (from the box)." I did not observe Joel using dice. Gaming mats-- Both Joel and Adam brought a mat on which to play. Both were the size of a dinner placemat, fabric topped and non-skid backed. Adams dipicted a fantasy style landscape and Joels a fantasy style skyscape. Steve does not use a mat for play. Adam offers "You don't always know how clean it will be where you are playing so I always carry one." Life counters-- The rules indicate that both players keep track of the remaining life count of both players without designating a method by which to do this. Adam employs two 20 sided dice about two inches in diameter, Steve a wheeled counter. Adam, who has played at national tournaments, notes seeing various methods of tracking "I see slash marks on paper, wheels, dice, others I can't think of right now." Start methods-- The rules say you should determine who is to go first, but again does not state a method for how. Adam, Steve, and Joel generally use the highest die roll method, but note seeing odds and evens, rock- paper- scissors, coin toss, and high card methods. Per Adam "There is this one guy at nationals that uses like a six inch penny. You know when you hear that flip!"


Analysis/ Conclusion

Whether by accident or design, Magic: The Gathering encourages customization of method and paraphernalia. Of interest to folkloric study is the meanings to be found in the way people customize as they do. In a strategy, battle game predominately played by men, is there significance to having the tallest deck, the largest dice, and the most decorated sheaths, or is a game just a game? To Adam, who is currently unemployed, a large amount of well kept supplies to compete with at the national level denotes skill and success in that area of his life. A reason to have pride in a society that generally looks down on the unemployed, especially if they are young healthy men. To Steve it is a part of his status and livelihood. The game is hosted in his store so by definition the abundant amount of supplies on display are his. He does not need to have an ostentatious amount on the play table to impress anyone. Additionally, they are playing in the store where potential customers can see and become interested in the game. By playing with minimal supplies he can demonstrate to beginners they would not need to make a substantial monetary commitment to begin playing the game, counting on return buisness as the new players grow and customize their supplies. Joel, the only player present with a family to support, can at one time show his success by being able to support his family and still have a respectable amount of gaming material, and have a time and place to respite from that same responsibility. Generally speaking the customization serves to demonstrate status and as a strategy tool. Part of any game of strategy is the mental intimidation of your opponent and throwing him off his game. Setting out that tall deck of cards and large dice does send a message in a society where the phallus is still representative of the powerful male, as does unrolling your gaming mat to claim your space. That six inch penny mentioned by Adam can not be the easiest of coins to carry, but it certainly makes an impression on the room. As Adam stated, "You know when you hear that flip!"
Sheepshead
History:

Sheepshead is a card game with varied stories of originality. One of the stories involve German shepherds who kept score by drawing a sheep's head, whoever had drawn the head first was determined the winner. This version of the history clearly explains the name. I have been told by other people that the German name, Schafkopf, is the result of a botched translation, the original name being a combination of the words kopf, meaning head, and schaff, meaning barrel. That name therefore denotes the standard card table--a barrel lid. Sheepshead is a strategy card game that can be played with anywhere from two to eight people. This game is popular in Wisconsin because of the large German population in that area. It (Sheepshead) is generally played by the older generations, and tends to be kept in the family, with new players being taught by the older, more experienced ones. It is usually played with nickels, but some hardcore players might opt for quarters or even dollars in a private setting. In a tournament, there is usually a pot that is won by one or two people at the end of the night. Young and old can both play, it's all a matter of being willing to learn. Sheepshead is the great equalizer, bridging the generational gap with only a deck of 32 and a handful of nickels. Sheepshead uses only 32 cards out of the traditional 52 card deck, and it has been agreed upon that the ranking of the cards is intended as a slap in the face to the king, seeing as the kings rank below tens in the game. The trump, or set of cards that outrank the others, is as follows:
  • Q♣ - Q♠ - Q♥ - Q♦
  • J♣ - J♠ - J♥- J♦
    Trump, in order.
    Trump, in order.
  • A♦ - 10♦ - K♦ - 9♦- 8♦- 7♦
The point system is also a little bit backwards, seeing as the the queens are worth 3 points, jacks are worth 2, kings are worth 4, aces are worth 11, and tens are worth 10. The rest, sevens, eights, and nines, are not worth anything, so they are called "fail cards."

Methodology:


Observations were made at an annual card game, on Thursday, April 30th. There were a total of twelve people present, but only eight intending to play the game. The game itself involved six people, one dealing and being habener, and five actually playing. The remaining two people would rotate in so that they would get a chance to play also. This was simply because the ones not playing had no desire to learn, not because they weren't invited. At the event, all of the people were related or dating someone in the family. There were no sit-down interviews, but questions were asked and Sheepshead was spoken about throughout the night. There were no pictures taken simply because they didn't want to "waste time messin' around with a camera."

Fieldwork and Analysis:


The social gathering started off with everyone arriving at the host's house at sporadic times, seeing as there was no definite beginning as to when the event would start. Dinner was made by the women of the group, and the women also cleaned up at the end of the night. There wasn't anybody telling us when to start doing things, it all flowed together of it's own accord. The only announcement of something beginning was when the Sheepshead game itelf started. Following the pattern of past events, Roger Jacoby, the host of the event and the most senior Sheepshead player attending, was the first to deal. This is a bit of a sacrifice seeing as we normally play 6-handed, dealer sits out. Roger does this so that he can give tips and advice while the younger players are getting warmed up.

The game commenced in the basement of the Jacoby house. It is specially set up for Sheepshead, with a stout wooden card table just big enough for holding 6 players. There are extra chairs and two large Rubbermaid storage containers being used as tables for snacks and drinks. A little ways away from the card table is a cluster of rocking chairs and piles of blankets on a rug in front of a pellet stove. This is so that non-players have a place to sit and interact with each other, but aren't close enough to distract the ones in the game. There is eating and drinking going on eventhough it is after dinner, but no alcohol is present. This is highly unusual for a card game in Wisconsin, but this particular group has always focused on the strategic and socializing part of the game.

While watching, one can notice quite a bit of table talk. This is again unusual, seeing as in a tournament, there would be no table talk allowed. There is friendly banter going on, especially when someone reneges or makes a rookie mistake.

Sheepshead has a vocabulary all of it's own. To a beginner, this can be very confusing. The following is a list of sheepshead terms and vocabulary, taken mostly from the boook, "How to Play 'Winning' 5 Handed Sheepshead" by Robert M. Strupp.

Sheepshead- A game of love, gemütlichkeit, friendly arguing
Gemütlichkeit- This is a German word that has made it's way into the English language. It's closest direct translation is "coziness," but this abstract noun is used to describe a situation in which one can spend quality time and have a sense of belonging and social acceptance. This simple word really embodies the meaning of sheepshead, or of any social game in which you spend quality time with others.
Schneider- the minimum number of points that is required to avoid paying a lorage amount of money.
Smear- pronounced "schmeer", it is the act of feeding points to someone
Grandma hand- Usually 4 queens and 2 other trump, or any hand with a large amount of trump
Mauerer- noun, from the verb to mauer. This is when someone doesn't pick the blind when they have a good deal of trump.
Trump- any card of a set that outranks the other non-trump suits.
Red you're dead- referring to when someone should pick up the blind. If you have all red, you have a lot of trump, but it's all too low to take any good tricks
Trick- all of the cards laid down in one turn
Blind- also known as the Widow or Widow hand, is the set of two cards laid facedown at the beginning of the ame. These 2 cards can be picked up by a player. This determines who will be partners for this hand.
Big Queen- The queen of clubs--nobody can take her
Boss- To be boss means that you have control of the board, with all of the highest trump, so no one else couls feasibly win.
Renege- to renege is to misplay a card, usually by not playing a card when the suit or trump was led. This is done by accident and is very embarrassing.
Habener- a word from the German verb to have, meaning that now this person has time to get up and stretch, use the facilities, or to get refreshments.


Conclusion:


Sheepshead is a card game that requires skill and strategy. It can be played by anyone, as long as somebody has the patience to show them the ropes. Sheepshead is not one of those games that you can play just once or twice. There are more than 500,000 possible Sheepshead hands, so everything is fresh, exciting, and unique to the game that's currently being played.

The Sheepshead game I observed was not solely about the game, It was about being together as a family. Being able to play sheepshead is a great, unifying thing, especially in this area of Wisconsin where annual tournaments are held and there are enough variations to keep people interested. The social event speaks for itself, because it allows friends, families, and even strangers to bond over a common thing. It shows that although the game brings us together, we stick together because that's what Sheepshead and gemütlichkeit are really all about. After all, the family that plays together, stays together.

And don't forget--anytime is Sheepshead time, so grab some friends and get going!


Work Cited:
Bar Dice


Cooper, Tom. Personal interview. 1 May 2009.
Fuchs, Mark D. "Equipment System for use in a Ball Throwing Game ." Google Patent. 11 Aug. 2006. 30
Apr. 2009 <http://www.google.com/
patents?id=I8eYAAAAEBAJ&printsec=abstract&zoom=4&dq=bolo+toss#PPA6,M1>.
Reid, Robert G. "Ball and Ladder Game." Google Patent. 18 Nov. 1999. 1 May 2009
http://www.google.com/patents?id=z1oHAAAAEBAJ&printsec=abstract&zoom=4.
Smith, Henry. Personal interview. 2 May 2009.

Magic: The Gathering
Hasbro, Inc., Wizards of the Coast. "Magic:The Gathering". May 3rd, 2009 <http://www.wizards.com/magic/multiverse/default.aspx>.
Wikipedia, "Magic: The Gathering". Wikimedia foundation incorporated. 05-03-2009<http://en.wikipedia.org/wiki/Magic_the_gathering>.

Sheepshead